void SetupMaterial( inout Material mat ) { vec2 coord = vTexCoord.st; vec2 dist = 2.*texture(warptex,vTexCoord.st*.6).xy-1.; dist.x *= abs(mod(dist.y+timer*1.34536,4.)-2.)-1.; coord.x += dist.x*.12; dist = 2.*texture(warptex,vTexCoord.st*1.2).xy-1.; dist.y *= abs(mod(dist.x+timer*1.45363,4.)-2.)-1.; coord.y -= dist.y*.09; coord.x += timer*.05346; coord.y += timer*.03425; mat.Base = getTexel(coord); mat.Bright = vec4(1.); // force fullbright mat.Normal = ApplyNormalMap(vTexCoord.st); }